Tag Archives: Rich Baker

Red Hand of Doom (2006): Greatest D&D Adventures Since 1985—Number 2

Red Hand of Doom (2006) is a 3.5 edition Dungeons & Dragons adventure by Richard Baker and James Jacobs for levels 6-12.

Red Hand of Doom pits the characters against an overwhelming horde of hobgoblins and monstrous allies loyal to Tiamat. In an interview promoting the adventure, Rich Baker describes the concept. “My initial vision was to make my best swing at a challenge that comes in countless fantasy novels: The Army of Evil is trying to conquer everything. A lot of adventures use the orc horde as a backdrop and motivation, but then make the heroes go off and do ‘standard’ dungeon-delving to find the McGuffin that will then defeat the horde. I wanted to create and adventure that cast the heroes in the role of ‘captains of good,’ doing things that directly affected the course of the war.”

While engaging, this plot could mire characters in a series of battles against more and tougher hobgoblins. Few players would enjoy such a grind, so the design sets the heroes in a variety of missions that span the threatened region.

“The heroes face crucial tests in rallying allies, helping the local rules to determine strategy, spying on the Red Hand horde and scouting its movements, and directly confronting the bad guys on the battlefield. Some of that involves old-fashioned dungeon-delving, but a lot of the adventure takes heroes back and forth across the landscape, doing a hundred different things to stop the Red Hand march,” James Jacobs explains. “The PCs will find themselves in small towns and sprawling cities at either end of the adventure, and in between they’ll visit pastoral valleys, tangled forests, rugged mountains, and monster-infested swamps.”

Red Hand of Doom avoids serving a programed series of encounters where any failure derails the plot. Reviewer Jukka Särkijärvi writes, “In Red Hand of Doom, it’s fully possible for the party to royally screw up. There are many options open for the player characters and the writer have accounted for all the likely scenarios.” The adventure creates a sense of urgency as player race to evacuate a town, or cut off an invading force, or break down a road block.

The adventure doesn’t defy every expectation. “The first parts of Red Hand of Doom are the combat-heaviest D&D material I’ve played through, and they never once got boring,” Särkijärvi writes. “Each combat had a clear reason for being there, interesting enemies, and some tactical depth.”

Instead of pitting players against tougher and tougher flavors of hobgoblin, the adventure swaps in undead, hell hounds, giants, and other creatures. “Whenever we had the chance, we mixed things up by adding non-humanoid foes,” James Jacobs says.

The designers wrote Red Hand of Doom after Wizards of the Coast released two massive dungeon crawls in City of the Spider Queen and Return to the Temple of Elemental Evil. From those releases, Jacobs took a lesson: “Don’t succumb to the lure of the enormous dungeon. They may be fun to design, but dungeons with 100 rooms are a bear to adventure through. I tried to keep the dungeons in Red Hand of Doom fairly small and took pains to give each of them a unique theme, feel, and flavor.”

The book benefits from a series of designers’ notes. “These notes are intended not only to provide advice on how to run a particularly tough encounter, but to explain why we made some of the decisions we made,” Jacobs says.

The notes also help DMs run the adventure. “We decided to open up the design a bit and make an adventure that was friendlier and a little less work for the DM to run,” Baker says.

“In addition, they provide an insight into how adventures are designed, and should hopefully help DMs to design their own adventures.”

Ron Whitaker from the Escapist describes Red Hand of Doom this way: “The party can use guerilla tactics, spy on the advancing horde, venture into a lich’s lair to deprive the horde of its undead minions, and finally take on the horde itself, with the preparatory actions coming back to aid or haunt them. It’s a superb adventure, and one that any D&D fan should play.”

Next: Number 1

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Lost Mine of Phandelver (2014): Greatest D&D Adventures Since 1985—Number 3

Lost Mine of Phandelver (2014) is fifth-edition Dungeons & Dragons adventure by Richard Baker and Chris Perkins for levels 1-5.

Adventures created to introduce new dungeon masters to D&D must be simple to run. Sunless Citadel offered DMs an easy recipe by sticking to the dungeon, but Lost Mine of Phandelver brings a more ambitious design and succeeds brilliantly. The adventure rates so highly because it allows players freedom to roam while offering enough structure and guidance to ensure that a new DM succeeds.

For new players, the adventure serves D&D’s expected and favorite ingredients. To longtime fans like Mike “Sly Florish” Shea, the elements may be familiar, but superb execution makes the adventure a winner. “Even years after its release, Phandelver remains one of the most popular D&D adventures for 5e and is my personal favorite.”

The adventure takes place in and around the town of Phandalin. This setting introduces more of D&D than a dungeon crawl can offer. Alex Lucard describes the scope. “There’s a mix of straightforward dungeon crawls, fetch quests and even sandbox-style mini-adventures, so DMs and players alike get a sampling of various adventure tropes. It’s very well done!”

Merric Blackman explains the design. “Phandelver has a directed storyline, where you’re investigating the kidnapping of a dwarf and the secret of the Lost Mine of Phandelver, and a sandbox feel where many of the characters you meet have their own goals and can send you on missions not directly related to the main quest. This isn’t a linear quest: after the initial encounter, you can choose which way to proceed through the storyline. There’s enough clues and direction so that you’ll rarely feel lost.”

The individual encounters invite more approaches than combat, so players get chances to win friends and outsmart foes.

“Phandelver is a great adventure full of opportunities for you to relax, play loose, and let the story evolve from the choices of the players and the actions of the characters,” writes Mike Shea.

“Overall I have to say Lost Mine of Phandelver is fantastic,” writes Alex Lucard. “Not only is it a great way to introduce new gamers to Dungeons & Dragons, but it’s a very solid campaign in its own right.”

Merric Blackman rates the module this way: “This is an extremely well-designed and well-written adventure. It’s fun to play and run, and offers a lot of scope to the players and DM to make it their own, while still being accessible to newcomers.”

Next: Number 2

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The Dungeons & Dragons Books that Secretly Previewed Each New Edition

Dungeons & Dragons players have seen five editions plus a few versions that fall outside the count. We tend to see the release of a new Player’s Handbook as a clean break from the last, but each new edition received a preview in a book or two that appeared for the prior edition.

In a convention appearance, TSR designers Dave “Zeb” Cook and Steve Winter talked about how the first-edition books that reached print in 1985 led to 2nd edition. “Oriental Adventures was the big tipping point because Zeb Cook put a lot of really cool stuff in OA,” Winter said. “We felt like, wow it would be great if this was actually part of the core game, but it’s not.”

“Because of the way we had to treat those books, you couldn’t actually consider them canon when you were writing product or doing modules,” Cook explained. “You always had to assume that players only had the Dungeon Master’s Guide and the Player’s Handbook.”

From Oriental Adventures and the Dungoneer’s Survival Guide to 2nd edition

Oriental Adventures brought a taste of skills to D&D in non-weapon proficiencies. Characters gained skills such as calligraphy, etiquette, animal handling, and bowyer.

“One of the things dreadfully lacking from AD&D was any sense that your character had a real life beyond class skills,” Cook wrote. Non-weapon proficiencies “gave players a way to create a more culturally-informed background for their character.”

Ability checks reached AD&D in the Dungeoneer’s Survival Guide (1986). Although this book’s title suggests a focus on player strategy, this guide previewed rules innovations that appeared in 2nd edition. The non-weapon proficiencies from Oriental Adventures became options in the primary game. When players used non-weapon proficiencies, they made proficiency checks to determine the outcome. These checks operated like ability checks, but proficiency improved the chance of success. For more, see Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D.

From Gamma World and Player’s Option: Combat and Tactics to 3rd edition

In a D&D podcast episode examining the 2nd edition, Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in 3rd edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with 2nd edition.”

TSR’s management required that AD&D stay broadly compatible with the original version, but other games allowed more innovation. Gamma World took D&D’s play style into a post-apocalyptic Earth. Crumbling buildings replaced dungeons, mutant powers replaced spells, mutated creatures replaced monsters, and so on. The 1992 edition of Gamma World took the current D&D rules and made changes from the 2nd-edition designers’ wish list:

  • Ascending armor class
  • Skills called skills
  • Attribute checks
  • Attribute modifiers similar to those that would appear in 3rd edition
  • Health and Mental Defense saves that resemble 3rd edition’s Fortitude and Will saves

This 4th edition of Gamma World set half of the blueprint for 3rd edition D&D. The other half came from Player’s Option: Combat and Tactics (1995).

Player’s Option: Combat & Tactics introduced the gridded battle map to D&D. In the Foreword, Skip Williams promises that, “You will find plenty of ways to make combat more than a dice-rolling contest or an exercise in subtracting hit points from your character’s total.” Combat & Tactics reads like an early draft of the 3rd edition combat rules, complete with rules for opportunity attacks, reach, cover, and critical hits. Combat & Tactics probably scared more players away from battle maps than it converted. The supplement moved deep into wargame territory, with over 250 pages of rules for facing, fatigue, and things like direct and indirect bombardment. However, the 3rd-edition designers chose the best of the innovations.

From Tome of Battle: Book of Nine Swords to 4th edition

In 2005, work on 4th-edition D&D started as a project codenamed Orcus. In Wizards Presents Races and Classes, lead designer Rob Heinsoo wrote, “Our instructions were to push the mechanics down interesting avenues, not to stick too close to the safe home base of D&D v.3.5.” The project team developed eight classes built around powers and giving every character some interesting action to choose each round.

Early in 2006, designers Rich Baker, Mike Donais, and Mike Mearls “translated current version of the Orcus I mechanics into a last-minute revision of Tome of Battle: Book of Nine Swords. It was a natural fit, since Rich Baker had already been treating the Book of Nine Swords as a ‘powers for fighters’ project.”

Tome of Battle: Book of the Nine Swords presented new martial classes for 3rd-edition D&D. The additions blended the unreal, cinematic stunts of Far-East action games and movies with a typical D&D game. Warriors gained maneuvers that worked like encounter powers in 4th edition.

Now, used copies of the Book of Nine Swords command high prices, a scarcity which might stem from meager sales in 2006. Nonetheless, the book offered a prototype for 4th edition.

From the D&D Essentials red box to 5th edition

Many fans of D&D felt the 4th edition no longer resembled the game they loved. A few years after the edition’s release, sales of the 3rd-edition D&D spinoff Pathfinder surpassed D&D. In an interview, Mike Mearls said, “No one at Wizards ever woke up one day and said ‘Let’s get rid of all our fans and replace them,’ that was never the intent. With 4th Edition, there were good intentions. The game is very solid, there are a lot of people who play it and enjoy it, but you do get those people that say ‘hey, this feels like an MMO, this feels like a board game.’”

Aside from a barely-noticed sample in the Book of Nine Swords, 4th edition came from a secret project. Rather than ask D&D fans what they wanted in D&D, the design team made assumptions and built a game based on them.

When Mike Mearls took control of the D&D team, he worked to reverse course. “We want D&D to be the best roleplaying game it can be. We’re always open to change, to reacting to what people say. The past is in the past, there’s nothing we can say or do. If you are a disgruntled D&D fan, there’s nothing I can say to you that undoes whatever happened 2 years ago or a year ago that made you disgruntled—but what I can do, what’s within my power is going forward, I can make products, I can design game material, I can listen to what you’re saying, and I can do what I can do with design to make you happy again.”

Just two years after 4th edition’s release, Wizards of the Coast couldn’t ask players to adopt another new edition. Instead, the D&D team tried to win back some unhappy players with the D&D Essentials line. A new, red-box starter set built on nostalgia for the game’s most-popular introduction. Essentials aimed to recapture “that core of what makes D&D D&D, what made people fall in love with it the first time, whether it was the Red Box in 83, the original three booklets back in 74 or 75 or even 3rd edition in 2004. Whenever that happened, to get back to what drew you into D&D in the first place and give that back to you.”

When Mearls gained time to create a 5th edition, he stuck with the same strategy of listening to the game’s fans. In another interview, he explained that he launched the open playtest “to get a sense of what people actually wanted out of D&D. The only real mandate was to make sure that we captured the essence of D&D. It was important that anyone who had played D&D in the past could play the new edition and have a clear sense that this was D&D.

“We were also committed to analyzing and using the playtest feedback to guide our decisions. Those might seem like fairly simple mandates, but it can be difficult for game designers to take a step back from their work and treat it with a cold, ruthless editorial eye.”

Dungeons & Dragons 5th edition hardly resembles 4th edition, but Essentials showed the way to the current game’s success.

Character roles appear in 4th edition D&D, disappear in 5th

In original D&D, thieves ranked as the least effective character on the battlefield. However, when the party explored, thieves took the biggest role. Early D&D players spent most of their time exploring, so who cared if thieves only rarely saw a chance to backstab?

In fourth edition, such a trade off would never suffice. The edition was optimized to allow characters to show off stunts and powers in dynamic fights. Designer Rob Heinsoo wrote of the perspective he gained playing a 3E bard and “singing from offstage, reminding everyone not to forget the +1 or +2 bonuses.” Heinsoo resolved to keep all 4E characters onstage. In the Design & Development article PC Roles, he wrote, “When Andy (Collins), James (Wyatt), and I put together the basic structure of 4th Edition, we started with the conviction that we would make sure every character class filled a crucial role in the player character group.”

This goal led to the creation of character class roles.

Wizards Presents Races and ClassesIn Wizards Presents Races and Classes, Rich Baker wrote, “One of the first things we decided to tackle in redesigning D&D’s character classes was identifying appropriate class roles. in other words, every class should have all the tools it needs to fill a specific job in the adventuring party.”

To make sure that all characters could succeed at their roles, the designers created formulas for each role that determined things like damage output, expected armor class, and healing capacity. Then they built the classes to meet these specifications.

Through the life of the edition, these parameters proved a bit off, revealing some roles as more useful than others. Fourth edition showed that only the striker role really mattered, because nothing prevents damage as well as killing monsters quickly, and no condition hampers enemies as well as dead.

Roles succeeded at one thing: They told players what each class did best in combat. By choosing a role, players decided what they would do in a fight—healing, damaging enemies, or protecting allies. Without roles, a 4E novice might wrongly suppose that a warrior would do a lot of damage, and fail to select a nature-loving ranger or a sneaky thief for maximum damage output.

Rob Heinsoo wrote, “4th Edition has mechanics that allow groups that want to function without a Leader, or without a member of the other three roles, to persevere. Adventuring is usually easier if the group includes a Leader, a Defender, a Striker, and a Controller, but none of the four roles is absolutely essential.” For the first time in D&D, an effective party could make do without a cleric or other healer. Also, healers could heal and still use their standard actions to attack, something every D&D player enjoys. Healers in 4E never feel torn between using actions and spells to heal, and using them to smite evil. This counted as a win for the 4E design, and counts as a virtue lost in the fifth edition.

Ironically, while roles sharply defined the tactical job of each class, 4E’s design made the classes interchangeable off the battlefield. The fourth edition Dungeon Master’s Guide encouraged DMs to skip to the good parts of the game by building adventures from a series of combat encounters and skill challenges. Characters’ roles shape their place in combat, but have no effect on skill challenges, or any other part of the game.

Outside of combat, all 4E characters contribute by making skill checks. Your character’s favored skill checks may differ from the next guy’s, but the rules advise dungeon masters to allow a wide variety of skills so every character can help. To guarantee that everyone contributed, the original skill challenge had players rolling initiative and taking turns. That rule soon fell by the wayside, but it shows the designers’ commitment to making all classes play alike off the battlefield. To further level play, most 4E spellcasters lack magic that helps outside of combat, a big change from previous editions.

D&D’s fifth edition dispenses with formulaic roles and with classes designed to measure up to a role’s target numbers. This affects the new game less than it would 4E. In the new edition, combat encounters no longer dominate time spent playing. D&D’s fifth edition bolsters the game’s interaction and exploration pillars to balance with combat. With more time to shine at diplomacy, the bard may not mind a reduced role in combat. With time to lead in exploration, the rogue might not mind retiring as the damage-per-round champion.

The real benefit of roles came from helping players understand what their character would do best in combat. This benefit can come without formal roles. The class descriptions simply need to make each classes’ tactical strengths and weaknesses clear.